#version 300 es

in vec2 a_position;
uniform vec2 u_resolution;
in vec2 a_texCoord;
out vec2 v_texCoord;

void main(){
    vec2 zeroToOne = a_position/u_resolution;
    vec2 zeroToTwo = zeroToOne*2.0;
    vec2 clipSpace = zeroToTwo-1.0;
    gl_Position = vec4(clipSpace,0,1);
    v_texCoord = a_texCoord;
}